#Do us one better and show us the

1 messages · Page 1 of 1 (latest)

chrome sigil
jade echo
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Still waiting for that code

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Also this object has no collider

dense compass
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^^

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so you didnt read the bot msg huh..

chrome sigil
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i should post large blocks on something else

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yeah yeah gimme a bit

dense compass
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anyway Like is said earlier you're moving transforms, so no accurate collisions even if u had the collider

chrome sigil
dense compass
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Vector3 newPosition = Vector3.Lerp(startPosition, targetPosition, t); transform.position = newPosition;

chrome sigil
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what should i rather use

chrome sigil
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can i even use velocity on something thats a static rigidbody?

dense compass
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collisions is physics , rather

chrome sigil
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kinematic messes with the movement

dense compass
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if you're doing grid based movement you have to maybe use raycasting options to detect walls

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for example

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you can check if blocked where you're trying to move and size of player

chrome sigil
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yeah

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should probably stick to a box

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as collision

dense compass
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uh yea goodluck using colliders with moving direct transforms..

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you're basically teleporting

chrome sigil
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maybe rework the entire character controller?

dense compass
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or simply use a kinematic rigidbody..

chrome sigil
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Trust me im a really bad programmer. Im more suited to modelling stuff and doing textures. Stuff like this usually makes my brain melt

dense compass
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Colliders are physics, no other way around it

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you'd have to manually code a 2D array to "immovable" areas and do it through code which is more complex than using a rigidbody + colliders

chrome sigil
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getting capture software up and running gimme a sec

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Previous code

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damn im stupid

dense compass
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ok . how about you explain how you would do collisions without rigidbody

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I'd love to learn

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so what does that tell you about collisions.

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you need physics

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you still havent provided the alternative

chrome sigil
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jesus christ all i want is those red blocks to be impassible nothing more

dense compass
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unable to provide

chrome sigil
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i dont care about this flameware

dense compass
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you literally have no backing to your claims lol

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goodluck bruh

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im sure Lamp will guide you

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with their "extensive" experience

chrome sigil
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I have no idea what im doing

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im preparing for the brainmelt and people telling me what a fuckup i am

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It has one

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box collider is added

dense compass
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you're the only one who bickers and calls people names, i would do a deep look into your own claims

chrome sigil
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box collider added.

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still phases though stuff

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or rather

dense compass
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😆

chrome sigil
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walks over it

dense compass
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should've listened

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dude already has kinematic rb and refuses to simply switch one line of code

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dont worry Lamp is gonna come through with a useful way to not phaze through colliders without rigidbody..

chrome sigil
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switched it

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but now i need to rewrite more of the code

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as it doesnt use gridbased movement no more

dense compass
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"grid based" is simply rounding your numbers to a grid size

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like i said already three times already....you can literally pass the same code to rb.vel or rb.moveposition

chrome sigil
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also now to some collision handling

dense compass
chrome sigil
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just you wait

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youre gonna laugh

dense compass
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did you try just switching
transform.position = newPosition;
to rb.MovePosition( newPosition);

chrome sigil
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sure did

dense compass
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so its working ?

chrome sigil
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watch the gif

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its continuinely walking now

dense compass
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well one thing at a time

chrome sigil
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and walking into a corner flips the entire character

dense compass
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at least collisions are working arent they?

chrome sigil
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good thing is collision is working

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yeah

dense compass
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should've not wasted so much fucking time not listening..

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people like Lamp are all talk and no smoke.. but whatever

dense compass
chrome sigil
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fixed

dense compass
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alrighty.

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so is the animation constantly playing still

chrome sigil
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when walking into a wall yes, all movement is rested aswell

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so no controlling the character

dense compass
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like its getting stuck?

chrome sigil
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yes

dense compass
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hmm. maybe try putting a 2DphysicsMaterial on the box collider, with no friction

chrome sigil
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nope

dense compass
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sliding on walls movement is a bit trickier.

chrome sigil
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Is polygon collider even fitting for this?

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for the collision map i mean

dense compass
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why not use tiles?

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tile a tilemap

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it has its own collider

chrome sigil
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Ive got a map ready to go. as a image texture, do i just recreate it in unity with each 8x8 tile?

dense compass
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then slice it in unity

chrome sigil
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I wanted to create a system that uses a image for collisions and a sprite for the overworld

dense compass
chrome sigil
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aight

dense compass
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ur on xp ?

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or just a skin

chrome sigil
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Its a skin

dense compass
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hm

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did you get the tiles working ?

chrome sigil
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It has so many duplicate tiles

dense compass
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yes why

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sprite sheets only need 1 of each type

chrome sigil
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i dont know why this happened

dense compass
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just crop the first quater

chrome sigil
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dude i already have a tilemap

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i dont need this

dense compass
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lol

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so use that

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not sure why u used the big image lol

chrome sigil
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isnt there a way for unity to detect duplicate tiles?

dense compass
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where

chrome sigil
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alright ill just use the collision map

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more trouble than its worth at this point

dense compass
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if you say so

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anyway I g2g

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goodluck